Colonel M Posted July 4, 2011 Share Posted July 4, 2011 Did you save over this chapter? If not, could you test something on the side for me? Can you try this map without Rescue and see what items you can get? I'm curious due to the debacle with Rescue uses. Quote Link to comment Share on other sites More sharing options...
Hippoman Posted July 4, 2011 Share Posted July 4, 2011 (edited) Wouldn't it be faster to use Navarre/Feena to kill the thieves? Or does Lunatic steroid the living crap out of them? Edit: Sorry Edited July 5, 2011 by Hippoman Quote Link to comment Share on other sites More sharing options...
dondon151 Posted July 4, 2011 Share Posted July 4, 2011 Navarre gets 2HKO'd by thieves. Did you -have- to quote SDS's entire post? Quote Link to comment Share on other sites More sharing options...
Hippoman Posted July 4, 2011 Share Posted July 4, 2011 Navarre gets 2HKO'd by thieves. Did you -have- to quote SDS's entire post? Uh...Maybe Quote Link to comment Share on other sites More sharing options...
Parrhesia Posted July 5, 2011 Share Posted July 5, 2011 That was a subtle hint to edit your post. I am not a subtle man. Do not force my hand to plow through your Wrys. 'Tis an eyesore and a disgrace. ...As for something on-topic, the detail to this playthrough really is amazing to the extent of changing classes for the Arena (...okay so maybe that isn't exactly scintillating, but I'm a fairly broad-strokes player) and just...doing impressive things in general. These never fail to impress me...you're doing well, keep it up. Quote Link to comment Share on other sites More sharing options...
Seven Deadly Sins Posted July 5, 2011 Author Share Posted July 5, 2011 (edited) Thanks a bunch, Furetchen. Always nice to hear good feedback from people. On topic, I'm planning a 3-turn of Chapter 8 with 0 Rescue use, so that'll come soon. Turns out that with Taurus / Cancer / Rainbow Potion, MU is 10HKOed by the Generals, which lets me give 0 shits about the entire right side of the top, and I think I can pull the snipers away from Jeorge competently enough. Linde isn't going to get as much EXP as I wanted, but cutting the turncount that much is something I'm really hyped about. Edited July 5, 2011 by Seven Deadly Sins Quote Link to comment Share on other sites More sharing options...
Hippoman Posted July 5, 2011 Share Posted July 5, 2011 3 turning the bridge chapter? I'm interested. Quote Link to comment Share on other sites More sharing options...
Seven Deadly Sins Posted December 30, 2011 Author Share Posted December 30, 2011 My playthroughs never die, they just go into hibernation. Chapter 8 Units Deployed: Marth, My Unit, Catria, Palla, Linde, Luke, Sirius, Malliesia, Feena, Gordin, Shiida, (Cain, Jeorge) Turns Taken: 3 Resources: Reclasses: Luke -> Pirate, Gordin -> Cavalier, Catria -> Peg Knight Rainbow Potion: My Unit, Luke, Palla, Sirius Shards: Taurus- My Unit Gemini- Linde Cancer- My Unit Scorpio- Sirius Arena: Linde - Mag Skl Spe Lck - 780 Gold Sirius - HP Str Spe Def - 890 Gold (as Berserker) Catria - HP Str Spe Def - 870 Gold (as Cavalier) Rody - HP Str Skl Spe - 650 Gold (as Pirate) When I saw this mission, I did a little planning, and the end result was a plan to 3-turn it without use of the Rescue Staff (since that's a hot commodity throughout the game). I do have to sacrifice Bantu, but he's completely useless (unlike in FE11 where he has to recruit Tiki) and thus I'm not especially enthused about preserving him. This 3-turn was a pretty tight affair. Cavalier Gordin could reach Jeorge on his own, and My Unit could handle all of Hardin's rabble of Generals at the top (though I only kill some of them so other units, mainly Linde, can gain some experience. From where she stood, Feena was in the exact range to dance Linde to kill the Firestone Thief, then dance Palla to kill the Longbow Sniper, then dance Marth to reach the throne. This all happens in 3 turns. Sirius and Palla blockade the bridge, and Palla equips a Javelin so as not to kill Roger- it's a free Steel Lance, for what it's worth. Catria goes south to kill the Leo Thief as he runs away, which works out as well. I get some awesome level ups here, including more Speed on Palla. Unit Lv.Ex Class HP Str Mag Skl Spd Luk Def Res Weapon Rank Marth 12.58 Lord 33 11 00 14 14 13 11 03 C Swords My Unit 07.15 Dracoknight 39 24 03 19 22 16 20 04 B Axes, D Lances Absolute 19 16 02 14 15 16 10 01 Luke 11.85 Cavalier 30 14 00 06 15 08 12 01 C Swords, E Lances Absolute 12 09 00 04 09 08 05 01 Rody 11.06 Cavalier 30 14 00 11 14 12 12 00 E Axes, C Lances Absolute 12 09 00 09 08 12 05 00 Malliesia 08.34 Cleric 18 00 04 03 09 14 01 09 B Staves Absolute 02 00 03 02 06 14 00 01 Linde 14.63 Mage 33 00 11 14 17 17 05 05 C Tomes Absolute 17 00 08 13 14 17 03 02 Catria 13.23 Peg Knight 27 11 00 14 20 11 11 06 C Lances Absolute 11 07 00 09 13 11 05 00 Palla 03.05 Dracoknight 33 18 01 16 20 10 15 05 A Lances, E Axes Absolute 13 10 00 11 13 10 05 02 Sirius 06.08 Dracoknight 38 18 01 16 17 07 16 04 A Lances, E Axes Absolute 18 10 00 11 10 07 06 01 Sheeda 07.77 Cavalier 22 08 02 06 17 16 09 00 D Lances Absolute 04 03 00 04 11 16 02 00 Julian Base Rickard Base Feena Base Quote Link to comment Share on other sites More sharing options...
Kngt_Of_Titania Posted December 30, 2011 Share Posted December 30, 2011 I wish you the best of luck, SDS. Nice turn counts! Quote Link to comment Share on other sites More sharing options...
Seven Deadly Sins Posted December 31, 2011 Author Share Posted December 31, 2011 (edited) Chapter 9 Units Deployed: Marth, My Unit, Catria, Palla, Linde, Luke, Sirius, Malliesia, Feena, Rody, Julian, Wendell, (Minerva, Etzel) Turns Taken: 5 Resources: Boots -> Marth Reclasses: Luke -> Pirate Rainbow Potion: Palla, Sirius, My Unit Purchased: Silver Axe (1600G) Shards: Taurus- Sirius Gemini- Sirius Cancer- My Unit Scorpio- Palla Leo- Palla Libra- Marth Aquarius- Linde Arena: Linde - HP Mag Skl Lck - 950 Gold Luke - HP Str Skl Def - 810 Gold (as Pirate) This probably took a lot more thinking than it needed, but I managed to 5-turn this chapter by spending the Rescue use I saved by skipping Bantu. If you're really hungering for Bantu, that just means you'll need to cut a Rescue use somewhere else to make up for it. Since this one saves 2 turns, it's more worthwhile that some of the other frivolous ones, mostly turning 2-turn gaidens like 6x and 10x into 1-turn ones. Basically, I proceed as usual, getting the Boots onto Marth by turn 2 (by dancing Julian on turn 1 to get him to the Boots by turn 2, then filling up his bag so the boots go to the convoy), recruiting Minerva on Turn 4. I clear things out with My Unit and Sirius on the right side, and everyone else on the left. On turn 3, I pull the mages, and Rescue Feena back to the main group. On turn 4, I recruit Minerva, rescue Marth back to the main group, dance him with Feena, and then recruit Etzel. I then dance him to the throne on turn 5. In the meantime, my Dracos are mopping things up, killing off the boss and his bishop lackeys. Again, basically every movement is exact, and Marth and Feena use every last bit of their movement to get places on time. I even had time to shop, which is hard in this chapter, and bought myself a Silver Axe. They're rare to find for free in upcoming chapters, and since axes don't have an effective weapon against Dragons, I might just have to do things the hard way for once. Unit Lv.Ex Class HP Str Mag Skl Spd Luk Def Res Weapon Rank Marth 12.58 Lord 33 11 00 14 14 13 11 03 C Swords My Unit 08.34 Dracoknight 40 24 03 20 23* 17 20 04 B Axes, D Lances Absolute 20 16 02 15 16 17 10 01 Luke 12.84 Pirate 31 17 00 06 17 08 10 01 C Swords, E Lances Absolute 13 10 00 05 09 08 06 01 Rody 11.06 Cavalier 30 14 00 11 14 12 12 00 E Axes, C Lances Absolute 12 09 00 09 08 12 05 00 Malliesia 09.65 Cleric 19 00 05 04 10 14 02 10 B Staves Absolute 03 00 04 03 07 14 01 02 Linde 16.02 Mage 34 00 12 16 18 19 05 05 C Tomes Absolute 18 00 09 15 15 19 03 02 Catria 13.75 Peg Knight 27 11 00 14 20 11 11 06 C Lances Absolute 11 07 00 09 13 11 05 00 Palla 04.09 Dracoknight 34 19 01 17 20 10 16 05 A Lances, E Axes Absolute 14 11 00 12 13 10 06 02 Sirius 06.80 Dracoknight 38 18 01 16 17 07 16 04 A Lances, E Axes Absolute 18 10 00 11 10 07 06 01 Julian Base Rickard Base Feena Base Edited December 31, 2011 by Seven Deadly Sins Quote Link to comment Share on other sites More sharing options...
Kngt_Of_Titania Posted December 31, 2011 Share Posted December 31, 2011 (edited) Since this one saves 2 turns, it's more worthwhile that some of the other frivolous ones, mostly turning 2-turn gaidens like 6x and 10x into 1-turn ones. Wait, I'm about 90% sure I 1-turned 10x without a rescue use in Lunatic. At the start, have Feena in the position closest to the Roro you think is the "real" boss when setting up Formation, move Paladin!Sirius and Feena so that Feena moves max distance and dances Sirius, and Sirius just barely reaches the boss (galloping around the middle Roro) and OHKO's with a killing edge crit. I managed to get Sirius to the STR necessary to pull it off on a non-Rainbow file, so it should be possible with rainbow pot or maybe a level in arena. Everybody else can just kill off the closest Roros for free XP. ...I believe that's how I did it. It's been a couple of weeks. Also, I'm curious. My main issue with C9 is that you can't get in the range of any of the casters without pulling Etzel down, making it hard for Marth to recruit him. How did you work around that? EDIT: Oh, you used rescue twice; although you can 6 turn it with one rescue use (Marth takes an extra turn to reach the village by recruiting Etzel on the way there, so he doesn't recruit Minerva until turn 5), so your extra rescue use saves one turn, not two. Edited December 31, 2011 by Kngt_Of_Titania Quote Link to comment Share on other sites More sharing options...
Seven Deadly Sins Posted December 31, 2011 Author Share Posted December 31, 2011 (edited) You're right about the turncount thing (originally I was going to 6-turn), but I *did* pull Etzel down. It made things about 20x easier, because it meant I could get all my guys in appropriate positions for turn 3 without having to have MU in a weird-ass place. Etzel's AI is an enigma- it was easier to just pull him down and rescue Marth and Feena both over than it was to go through the convoluted nonsense of figuring out how to place my units in such a way that Etzel decides to go in the right direction. EDIT: Also, you're right about 10x. I was mistaking that for some other chapter that I can't recall at the time, probably just 6x. Edited December 31, 2011 by Seven Deadly Sins Quote Link to comment Share on other sites More sharing options...
Seven Deadly Sins Posted January 1, 2012 Author Share Posted January 1, 2012 (edited) Chapter 10 Units Deployed: Marth, My Unit, Catria, Palla, Linde, Luke, Sirius, Malliesia, Feena, Rody, Wendell, Minerva Turns Taken: 2 Resources: Reclasses: Rody -> Myrmidon, Wendell -> Dracoknight Rainbow Potion: Sirius, Linde Purchased: Funds: 22320 Gold Arena: Luke - HP Str Spe Lck - 940 Gold (as Pirate) Sirius - HP Str Spe Def - 1120 Gold (as Berserker) Nothing interesting to say here, just a simple 2-turn. I use Thief to pull the Large Bullion and the Unlock Staff, because the latter is useful when you have a trained combat mage like Linde who will be up on the frontlines and available to unlock doors for you without being a useless Thief. I also intend to use it for a strat in Chapter 15. I do manage to get the Elfire drop as well, which is kinda neat. I also sold all my junk at the end of the mission- 2 Firestones, a Secret Book, and the Large Bullion. Unit Lv.Ex Class HP Str Mag Skl Spd Luk Def Res Weapon Rank Marth 12.58 Lord 33 11 00 14 14 13 11 03 C Swords My Unit 08.73 Dracoknight 40 24 03 20 23* 17 20 04 B Axes, D Lances Absolute 20 16 02 15 16 17 10 01 Luke 12.84 Pirate 31 17 00 06 17 08 10 01 C Swords, E Lances Absolute 13 10 00 05 09 08 06 01 Rody 11.33 Cavalier 30 14 00 11 14 12 12 00 E Axes, C Lances Absolute 12 09 00 09 08 12 05 00 Malliesia 10.61 Cleric 20 00 06 04 11 14 02 10 B Staves Absolute 04 00 05 03 08 14 01 02 Linde 16.17 Mage 34 00 12 16 18 19 05 05 C Tomes Absolute 18 00 09 15 15 19 03 02 Catria 14.22 Peg Knight 28 12 00 15 20 11 11 06 C Lances Absolute 12 08 00 10 13 11 06 00 Palla 04.09 Dracoknight 34 19 01 17 20 10 16 05 A Lances, E Axes Absolute 14 11 00 12 13 10 06 02 Sirius 06.80 Dracoknight 38 18 01 16 17 07 16 04 A Lances, E Axes Absolute 18 10 00 11 10 07 06 01 Minerva 04.14 Dracoknight 32 13 01 12 15 11 16 03 C Lances, A Axes Absolute 12 05 00 07 08 11 06 00 Julian Base Rickard Base Feena Base EDIT: Not even going to do a full update for Chapter 10x. Marth got a level, it was pretty good, MU got a level, it was ok, Palla, Sirius, and Catria got some EXP for chipping Roros. Edited January 1, 2012 by Seven Deadly Sins Quote Link to comment Share on other sites More sharing options...
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